# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
		
			
				
	
	
		
			201 lines
		
	
	
		
			6.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			201 lines
		
	
	
		
			6.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Demonstrates Bevy's built-in postprocessing features.
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//!
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//! Currently, this simply consists of chromatic aberration.
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use std::f32::consts::PI;
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use bevy::{
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    core_pipeline::post_process::ChromaticAberration, pbr::CascadeShadowConfigBuilder, prelude::*,
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};
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/// The number of units per frame to add to or subtract from intensity when the
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/// arrow keys are held.
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const CHROMATIC_ABERRATION_INTENSITY_ADJUSTMENT_SPEED: f32 = 0.002;
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/// The maximum supported chromatic aberration intensity level.
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const MAX_CHROMATIC_ABERRATION_INTENSITY: f32 = 0.4;
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/// The settings that the user can control.
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#[derive(Resource)]
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struct AppSettings {
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    /// The intensity of the chromatic aberration effect.
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    chromatic_aberration_intensity: f32,
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}
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/// The entry point.
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fn main() {
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    App::new()
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        .init_resource::<AppSettings>()
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        .add_plugins(DefaultPlugins.set(WindowPlugin {
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            primary_window: Some(Window {
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                title: "Bevy Chromatic Aberration Example".into(),
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                ..default()
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            }),
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            ..default()
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        }))
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        .add_systems(Startup, setup)
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        .add_systems(Update, handle_keyboard_input)
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        .add_systems(
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            Update,
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            (update_chromatic_aberration_settings, update_help_text)
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                .run_if(resource_changed::<AppSettings>)
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                .after(handle_keyboard_input),
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        )
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        .run();
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}
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/// Creates the example scene and spawns the UI.
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_settings: Res<AppSettings>) {
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    // Spawn the camera.
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    spawn_camera(&mut commands, &asset_server);
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    // Create the scene.
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    spawn_scene(&mut commands, &asset_server);
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    // Spawn the help text.
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    spawn_text(&mut commands, &app_settings);
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}
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/// Spawns the camera, including the [`ChromaticAberration`] component.
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fn spawn_camera(commands: &mut Commands, asset_server: &AssetServer) {
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    commands.spawn((
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        Camera3d::default(),
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        Camera {
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            hdr: true,
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            ..default()
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        },
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        Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
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        DistanceFog {
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            color: Color::srgb_u8(43, 44, 47),
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            falloff: FogFalloff::Linear {
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                start: 1.0,
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                end: 8.0,
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            },
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            ..default()
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        },
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        EnvironmentMapLight {
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            diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
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            specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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            intensity: 2000.0,
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            ..default()
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        },
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        // Include the `ChromaticAberration` component.
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        ChromaticAberration::default(),
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    ));
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}
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/// Spawns the scene.
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///
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/// This is just the tonemapping test scene, chosen for the fact that it uses a
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/// variety of colors.
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fn spawn_scene(commands: &mut Commands, asset_server: &AssetServer) {
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    // Spawn the main scene.
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    commands.spawn(SceneRoot(asset_server.load(
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        GltfAssetLabel::Scene(0).from_asset("models/TonemappingTest/TonemappingTest.gltf"),
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    )));
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    // Spawn the flight helmet.
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    commands.spawn((
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        SceneRoot(
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            asset_server
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                .load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
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        ),
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        Transform::from_xyz(0.5, 0.0, -0.5).with_rotation(Quat::from_rotation_y(-0.15 * PI)),
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    ));
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    // Spawn the light.
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    commands.spawn((
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        DirectionalLight {
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            illuminance: 15000.0,
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            shadows_enabled: true,
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            ..default()
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        },
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        Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, PI * -0.15, PI * -0.15)),
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        CascadeShadowConfigBuilder {
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            maximum_distance: 3.0,
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            first_cascade_far_bound: 0.9,
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            ..default()
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        }
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        .build(),
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    ));
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}
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/// Spawns the help text at the bottom of the screen.
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fn spawn_text(commands: &mut Commands, app_settings: &AppSettings) {
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    commands.spawn((
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        create_help_text(app_settings),
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        Node {
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            position_type: PositionType::Absolute,
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            bottom: Val::Px(12.0),
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            left: Val::Px(12.0),
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            ..default()
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        },
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    ));
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}
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impl Default for AppSettings {
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    fn default() -> Self {
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        Self {
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            chromatic_aberration_intensity: ChromaticAberration::default().intensity,
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        }
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    }
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}
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/// Creates help text at the bottom of the screen.
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fn create_help_text(app_settings: &AppSettings) -> Text {
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    format!(
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        "Chromatic aberration intensity: {} (Press Left or Right to change)",
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        app_settings.chromatic_aberration_intensity
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    )
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    .into()
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}
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/// Handles requests from the user to change the chromatic aberration intensity.
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fn handle_keyboard_input(mut app_settings: ResMut<AppSettings>, input: Res<ButtonInput<KeyCode>>) {
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    let mut delta = 0.0;
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    if input.pressed(KeyCode::ArrowLeft) {
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        delta -= CHROMATIC_ABERRATION_INTENSITY_ADJUSTMENT_SPEED;
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    } else if input.pressed(KeyCode::ArrowRight) {
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        delta += CHROMATIC_ABERRATION_INTENSITY_ADJUSTMENT_SPEED;
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    }
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    // If no arrow key was pressed, just bail out.
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    if delta == 0.0 {
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        return;
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    }
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    app_settings.chromatic_aberration_intensity = (app_settings.chromatic_aberration_intensity
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        + delta)
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        .clamp(0.0, MAX_CHROMATIC_ABERRATION_INTENSITY);
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}
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/// Updates the [`ChromaticAberration`] settings per the [`AppSettings`].
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fn update_chromatic_aberration_settings(
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    mut chromatic_aberration: Query<&mut ChromaticAberration>,
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    app_settings: Res<AppSettings>,
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) {
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    let intensity = app_settings.chromatic_aberration_intensity;
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    // Pick a reasonable maximum sample size for the intensity to avoid an
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    // artifact whereby the individual samples appear instead of producing
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    // smooth streaks of color.
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    //
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    // Don't take this formula too seriously; it hasn't been heavily tuned.
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    let max_samples = ((intensity - 0.02) / (0.20 - 0.02) * 56.0 + 8.0)
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        .clamp(8.0, 64.0)
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        .round() as u32;
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    for mut chromatic_aberration in &mut chromatic_aberration {
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        chromatic_aberration.intensity = intensity;
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        chromatic_aberration.max_samples = max_samples;
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    }
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}
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/// Updates the help text at the bottom of the screen to reflect the current
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/// [`AppSettings`].
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fn update_help_text(mut text: Query<&mut Text>, app_settings: Res<AppSettings>) {
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    for mut text in text.iter_mut() {
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        *text = create_help_text(&app_settings);
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    }
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}
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